txo0m workshop
workshop_notes from the Project Txoom workshop, feb.02002 - f0am brussels
still needs to be refactored into topics, rather than sequentially + extended
day 1
tgarden 2001 developers evaluation
we have examined the TG documentation recorded in Linz and Rotterdam - participant's feedback, playspace recordings and developers feedback, discussed glories and downfalls, summarised suggestions for future development.
day 2-4
txOom -> TGarden
“negative feedback: feedback that tends to stabilize a process by reducing its rate or output when its effects are too great”
the tgarden has a very wide (vague?) scope, and part of the rationale for creating another project along similar lines is to focus on certain aspects which were not adequately developed as part of the tgarden. it is also an attempt to learn form the mistakes of the tgarden development cycles, while benefiting from the work which has (and is) being put into its development.
the (re)focii are →
focus on emergent properties of responsive environments and their (semi)autonomous behaviour
the designers are inspired by an array of processes + behaviours in extreme ecosystems (such as deep oceans)
biomimetics, 'learning from nature to inform the design of tangible, responsive materials, media, objects and environments' is one of the guiding principles in txOom design
viewing the media as visualisation+sonification of human and system's behaviour, rather than singular artworks
HCI + HCH in mixed realities:
design guidelines
(recycling) “allows the same materials to be transformed from one object to another, such that the materials begin to move into media, that are consumed as a form of nutrition…. the body expands, the environment is brought inside… space gets reconstituted, architecture is what you swallow… ”
these keywords were triggers for a series of discussions on motivations + aesthetic directions
thickness - describes a general atmostphere in the room
spikiness - sometimes uncovered 'hard skeleton' of the objects; unexpected/random 'cuts', 'events'
density - the macro spaces are filled with (amplified) micro matter + events
bioluminescence (emission of light from living organisms) - visualisation of design paradigms: the environment wide results are produced by living, interacting and evolving entities
objectives
system should be flexible, to allow an array of applications
all components should be tightly integrated to provide a coherent experience
rooms should be site specific
the environment should be an immersive, liquid realm
the interaction should resemble a conversation with a stranger who appears that one knew for ages
the experience should be that of a free play, not goal directed
design suggestions
architecture
costumes atatchable/detatchable from architecture – “modular”;
walls - flexible, partially constructed and 'growing' out from the existing architecture of the site“ – “deformed by players + obervers”;
floor - sensor carpet for position tracking”;
use the walls + floor as projection surfaces
waiting room
the media can make the existing architecture thicker, by adding fields of invisible spaces - when the players brush along/enter into them, they cause a signifiant change in the local+global (?) conditions
experiential duration - the media can slow down, or speed up the duration of the playCycle - depending on player's actions
component systems
the component systems need to be integrated closely (ex. alexander's horned sphere), and developed with a very tight feedback between the developers involved
all component systems should evolve through state space (yon's dynamics engine) - this will improve the immersion and the involvement of the players
costumes
translucent + skeletal structures
adding to the thickness of the space
the shapes can e worn individually, or grow out of walls: they should be put on inside the playspace
stretchy, shapeable projection surfaces:
if 2 people wear the same costume, they an shape the image in between them
examples:
harmonica prototypes
moulded rubber tubes
shrimp tails
wings in the form of duck's feet / wale's tail
visual
spread projection surfaces
walls as well as floor
integration of wall screens + projections surfaces * visual examples
matta - thick substance + emerging structure
BBC Blue Planet - bioluminescent and translucent organisms
Ernesto Neto - different installations
images and diagrams from TGarden design
spec
plantworlds, giant forests
psychedelic experiences
algoritmic (virtual) architecture
on growth and form (Thompson D'Arcy)
layered thickness
standing on deep jelly-like matter
coupled with sound using sound analysis
swarms of small components
around, rather than under the players
using circular surfaces
small interdepenent components create bigger and more dense visual entities * use feedback from tracking camera to generate visual traces of player's gestures * the feedback becomes less obvious in more 'advanced' states of the system (the rooms plays with them)
sound
underlaying ambience of the room changes slowly through the states
abrupt events can be triggerred if players 'disturb' a particular region of the room ('invisible architecture')
players have individual voices that are discrete and clear when they play alone - in a group, the become more subdued and subtle
spatialisation - vbap and use of shifting delay times, etc+
conection to clothing - sampling from costumes (audio+visual)
sound examples
neural synthesis, tudor - distinct organic/synthetic
ligetti - connected players /cloudlike
zoviet france, monomishe - drone + populated randomness
no forest old feet - erratic slices emerging from synthetic fluid
select parks - digital games
nature of sound - sound of nature - thick space behind the sound, becoming a part of a space
bioluminesce + signalling
many interconneted autonomous parts
repeating patterns/sounds/behaviour of costumes in the media systems
amplifying spaces in between the fibres in sound/visuals
low frequqnces can be perceived as tactile sensations
visual feedback from tracking camera used as source for visual transofrmations
costumes should be transparent, irridescent or reflective (gels, rubbers, plastics, foams - so that when looking at them, the players can partially see through them, and see the media around magnified, warped
short/middle term solutions
software
oz
short term: integrating the dynamics engine
short term: incorporate data logging + better vizliser
short term: evaluate existing system for longer term usage
graphics
reuse + extend tg system
new nato stuff from hiaz
sound
new system, build from collected parts to better merge with graphics
spawner, accn → density“;
work on spatialisation - invisible architecture
region based effects - as pseudo sensor on position data
room_logic (aka 'oz')
sensor data analysis
networking + comm
dynamics
sensing
wings - bend sensors - DIEM (very fragile)
bend sensors - require frequent replacement
magnetic resonance - hiroshi ishii
acceleromters
logos stichting
body sensing
position tracking
hardware
recording
hiaz proposed developing a system to enhance the recording of data + media from the playspace
multiple angle cameras, using dv or cctv
sensor data can be recorded on seperate channels
sound - 5.1 surround /direct→disk
txo0m venues for 2002
torino
vienna?
gt. yarmouth
torino
dates 15-19 setup, 19-27 open
following the scheda technica sent to BIGTorino in January, with small additions for recording,
sound requirements> need 2x big subwoofers - myer/details frm hiaz
short term timeline
March: all component systems development. dependency chart and deadlines will be put online in the first week of March
April: first two weeks testing, last two weeks Torino
dependencies
hardware
sensors
construction - todor 4sensors
redesign * stamp - construct for more than 2 sensors, since wiring enables 4 inputs
vzl systmm
vision tracking
requires software descision
softvns data (nik has sent details)
programming to be done by nik and/or hiaz and/or yon
wearables
tanngets + suggestions
long term tangents
for a higher level designer interface we need a graph that can display information, as well as be an interface for modifying behaviour and dynamics
using system as storytelling/performance platform (hiaz/theatre and todor/dance)
AKG microphone/headphone units as part of outdoor performance
phillips, fabric speakers (user testing/sponsorship?)
vibrating floor
bioluminescent bacteria, dinoflagelati
maxtor 160gb firewire drives
where do all the broken plasma screens go? (perhaps ask phillips/thompson)
surround sound - cambridge soundworks system 330EUR without dolby encoder WITH 6 audio inputs
– transcribed + condensed by Nik Gaffney + Maja Kuzmanovic